ABSTRACT
This paper describes the experimentation with the users of PlayVR, an educational experience focused on the world of theater and based on the use of virtual reality. The PlayVR project explores several dimensions of this domain, corresponding to different levels of cognitive and emotional involvement: from the simple tour through the locations of a well-known Italian theater to the possibility of exploring the different sceneries and to interact with the characters of a play. The two exploratory studies presented in this paper have been focused on engagement, embodiment and presence, which are fundamental for the definition of a VR experience targeted to the world of theater. The results of the studies gave experimental confirmation of what is available in literature, but gave also suggestions for the exploration of novel research issues. Overall, they were very useful for the future development of PlayVR, guiding the choice through the different design solutions and also the often contrasting technology options available for virtual reality.
- Carmelo Ardito, Maria Francesca Costabile, and Hans-Christian Jetter. 2014. Gestures that people can understand and use. Journal of Visual Languages & Computing 25, 5 (2014), 572--576. Google ScholarDigital Library
- Olaf Blanke and Thomas Metzinger. 2009. Full-body Illusions and Minimal Phenomenal Selfhood. Trends in Cognitive Sciences 13, 1 (2009), 7--13.Google ScholarCross Ref
- Doug A. Bowman, Ernst Kruijff, Joseph J. LaViola, and Ivan Poupyrev. 2004. 3D User Interfaces: Theory and Practice. Addison Wesley Longman Publishing Co., Inc., Redwood City, CA, USA. Google ScholarDigital Library
- Dong Hwa Choi, Amber Dailey-Hebert, and Judi Simmons Estes (Eds.). 2016. Emerging Tools and Applications of Virtual Reality in Education. IGI Global, Hershey, PA, USA.Google Scholar
- Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A. DeFanti. 1993. Surround-screen Projection-based Virtual Reality: The Design and Implementation of the CAVE. In Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '93). ACM, New York, NY, USA, 135--142. Google ScholarDigital Library
- Erika Fischer-Lichte. 2008. The Transformative Power of Performance. Routledge.Google Scholar
- Myo gesture control armband. 2017. (2017). Retrieved July 24, 2017 from http://www.myo.comGoogle Scholar
- Hal Hodson. 2013. Leap Motion hacks show potential of new gesture tech. New Scientist 218, 2911 (2013), 21.Google Scholar
- HTC Vive. 2017. (2017). Retrieved July 24, 2017 from http://www.htcvive.comGoogle Scholar
- Charlene Jennett, Anna L. Cox, Paul Cairns, Samira Dhoparee, Andrew Epps, Tim Tijs, and Alison Walton. 2008. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies 66, 9 (2008), 641--661. Google ScholarDigital Library
- Maria Karam and M. C. Schraefel. 2005. A Taxonomy of Gestures in Human Computer Interactions. Project Report. University of Southampton. https://eprints.soton.ac.uk/261149/Google Scholar
- Konstantina Kilteni, Raphaela Groten, and Mel Slater. 2012. The Sense of Embodiment in Virtual Reality. Presence: Teleoperators and Virtual Environments 21, 4 (2012), 373--387.Google ScholarDigital Library
- Kinstner, Zach. last retrieved 10-6-2017. Hovercast UI Kit. https://github.com/aestheticinteractive/Hover-UI-Kit. (last retrieved 10-6-2017).Google Scholar
- J.-F. Lapointe, P. Savard, and N.G. Vinson. 2011. A comparative study of four input devices for desktop virtual walkthroughs. Computers in Human Behavior 27, 6 (2011), 2186 - 2191. Google ScholarDigital Library
- Leap Motion. 2017. (2017). Retrieved July 24, 2017 from http://www.leapmotion.comGoogle Scholar
- Heather L. O'Brien and Elaine G. Toms. 2010. The development and evaluation of a survey to measure user engagement. Journal of the American Society for Information Science and Technology 61, 1 (2010), 50--69. Google ScholarDigital Library
- Oculus Rift. 2017. (2017). Retrieved July 24, 2017 from http://www.oculus.comGoogle Scholar
- Fabio Pittarello and Eugenio Franchin. 2016. PlayVR: A VR Experience for the World of Theater. In Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI '16). ACM, New York, NY, USA, 338--339. Google ScholarDigital Library
- PlayStation VR. 2017. (2017). Retrieved July 24, 2017 from https://www.playstation.com/en-us/explore/playstation-vr/Google Scholar
- Mel Slater. 2009. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society of London B: Biological Sciences 364, 1535 (2009), 3549--3557.Google ScholarCross Ref
- Unity 3D. 2017. (2017). Retrieved July 24, 2017 from http://unity3d.comGoogle Scholar
- Virtuix Omni. 2017. (2017). Retrieved July 24, 2017 from http://www.virtuix.comGoogle Scholar
- Z. Zhang. 2012. Microsoft Kinect Sensor and Its Effect. IEEE MultiMedia 19, 2 (Feb 2012), 4--10. Google ScholarDigital Library
Index Terms
- Experimenting with PlayVR, a virtual reality experience for the world of theater
Recommendations
Audience interaction for virtual reality theater and its implementation
VRST '01: Proceedings of the ACM symposium on Virtual reality software and technologyRecently we have built a VR(Virtual Reality) theater in Kyongju, Korea. It combines the advantages of VR and IMAX theater. The VR theater can be characterized by a single shared screen and by multiple inputs from several hundreds of people. In this case,...
PlayVR: a VR Experience for the World of Theater
AVI '16: Proceedings of the International Working Conference on Advanced Visual InterfacesThis paper describes the design of a VR educational experience focused on the world of theater. The PlayVR project explores several dimensions of this experience, corresponding to different levels of cognitive and emotional involvement: from the simple ...
Empathy and embodied experience in virtual environment
This study investigates the user experience to clarify what it is like to experience stories in VR (virtual reality) and how immersion influences story experiences in immersive storytelling. This study explores the immersive storytelling context, ...
Comments